Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early access is a great way for us to connect with gamers, and allow you to help turn GRIP into the type of game you really want to play.

Our team can focus purely on development, getting you the best possible version of the game, and as soon as we make changes.

With every new version, we'll be taking valuable feedback from the community, of which we will then use moving forward.

In our forum there will continue to be polls for users to vote on, regarding all aspects of the game. These polls will give great general feedback from the players, in addition to the in-depth discussion on the rest of our forums (www.cagedelement.com/forum)

With your help, we look forward to creating the best possible version of GRIP there can be!”

Approximately how long will this game be in Early Access?

“The "final" version of GRIP will be released sometime in the first half of 2018, though with the right support GRIP will never be final, as we hope to be adding new cars, tracks and possibly pick-ups throughout the game's life cycle.

The first version out of early access would be a complete version, or in other words, our vision of the full game as it's outlined in the game design document.”

How is the full version planned to differ from the Early Access version?

“Early access will not have many features at first. Our main goal early on, is perfecting GRIP's core gameplay. We want to make sure the game plays very, very well before we start adding the bulk of the content.

Once the vehicle physics, pick-ups, multiplayer functionality and AI are where we need them to be, we'll start to release new content that can change over time depending on feedback from the community.

For the full version of GRIP, we're wanting to have at least 12 cars (3 classes), 12 tracks (4 planets), 10 pick-ups, a career mode, arcade mode, arena mode (with arenas), carkour mode, elimination mode, multiplayer (online or local LAN and split-screen), mod tools for custom cars, and (depending on funding moving forward) a track editor so players can build their own courses.

This is our ideal version of the final game, but the actual end result could be different from our current vision.”

What is the current state of the Early Access version?

“See the "About this game" section on the store page. It is updated regularly with a current feature list”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we include new content and features, but not by much. However, you will NOT have to pay any more money to receive the final release version, if you've already bought a version of the game in early access, regardless of the price at which you did.

All that said, the first version released outside of early access will not cost too much more than the game does now.”

How are you planning on involving the Community in your development process?

“We'd like the community to give feedback on all aspects of the game, whether it be vehicle physics, weapons, power-ups, cars, track designs or overall visuals.

You can give feedback either here in the Steam community, in our official forum, or on our Discord

Buy Grip

December 24, 2017

Be sure to join our Discord channel to talk about GRIP and coordinate multiplayer matches with other players!

Also on our Discord channel are a bunch of new concept art images in the "announcements" channel. Have a look!

-------------------------------------------------------List of changes/additions in this patch (v.1.2.8):-------------------------------------------------------

Much improved vehicle AI (WIP). AI cars now navigate many tracks more adeptly, use pick-ups at the most opportune times, target players more effectively, use boost regularly, utilize air control for better landings, avoid obstacles and recover from fishtailing and crashing more efficiently. They also reset quicker when too far from the track, helping keep them in the race.

Assassin track navigation is much better, with very few crashes. You may see it crash sometimes when actively homing in on a car as it gets close, but this is expected. Missile deployment also improved, especially when driving on walls/ceilings. STILL, don't try to fire missiles when in a hard curve, it will not end well. This is by design

Improved track geometry that uses spline meshes so that (hopefully) the cars do not get caught on them as much

Fixed checkpoint skipping issue in District 404

Charged Spearhead has been slightly nerfed in that it will not flip the car, but still disable the engine briefly

Firestorm (turbo) now has more kick and speed

Fixed collision and flow issues on various tracks

You can now click and rotate your vehicle in the garage

Removed launch and reset charge bars from the HUD. We deemed them unnecessary, but let us know your thoughts!

Cinematic mode now uses slow motion during explosive events

Fixed issue with Disruptor teleport exploit, as well as sound being distorted

-----------------------------------------------------------------------------------------------List of some known issues with the current version of the game (v.1.2.8):-----------------------------------------------------------------------------------------------

Multiplayer:

Sometimes the game can crash or say network error in multiplayer, but this is rare. Please let us know on Discord if this happens

There can be some syncing issues with pickups or cars, depending on MP game settings. We're looking into this.

The Disruptor pickup can sometimes slow the player's speed down considerably when it shouldn't. This is being looked at in the new year

Sometimes the scoreboard can display the wrong positions for players. Rare though

Bots can have some syncing issues, but hopefully they are rare

The scoreboard is not toggle-able if you retire/DNF

Other:

Vehicle physics can still be buggy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The current version of the game is the most stable it's ever been and will only get better

The menus only support mouse navigation right now. Gamepad support is currently being worked out.

Charging is still a WIP. We are working on how it's used in terms of control inputs, as well as how it affects your car when charging. If you'd like to voice you opinion, take a look at the "dev-polls" channel on our Discord: https://discord.gg/RKTJcNJ

Sometimes when deploying a missile it will veer off and crash unexpectedly. We are looking into this

The Primer (tutorial) isn't complete with every pickup or ability yet

Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation

The Carkour map "Jobsite" has been removed until we determine why it won't load properly

Foliage has been removed from Yuri Industrial because of an issue where using foliage corrupts the map file. Hopefully we'll be able to use the foliage tool again later in time

Many levels are still missing final art assets (like city level highways/roads). Visuals will be improved as time goes on

HUD indicators for lap times, weapon hits, abilities and overall will be improved before launch

-------------------------------------------------------List of changes/additions in this patch (v.1.2.7):-------------------------------------------------------

Hugely improved vehicle physics. Instances of bouncing or clipping on geometry has been massively reduced. Playing is a much smoother experience!

NEW Power-up - "Disruptor": Anyone familiar with Rollcage knows what the "time warp" pickup is. This is GRIP's version, albeit something that looks and sounds way cooler. It basically slows time for all racers except the user. Is great for keeping the pack of cars together, making races more engaging.

NEW Weapon - "Spearhead": An explosively fun addition to the arsenal that fires three charged darts in front of the user's car. If one or more hit another racer, they explode after a certain amount of time. Sort of like a shotgun with delayed impact

Pick-up Charging! Now, if you hold the pickup inputs they begin to charge for an alternate use mode. Once charged you can let go, and tap the input whenever you need it. Try it out! **Do keep in mind that charging a pickup incurs a speed penalty, as the alternate versions are generally more powerful than the regular ones. Also, this is our first implementation of the system, so feedback is welcome!

NEW Racetrack - District 404: This is a nighttime city track set on Orbital Prime. It's got a crossover section so pay careful attention upon first play. It may take a few laps to get acquainted!

Racetracks: Fixed a multitude of issues on various tracks, plus updated the visuals on many of them. Added sandstorm weather to Yuri Industrial. Also added more pickups to each track to increase excitement, and redid the placement of pickups for better balance.

Temporarily removed Mines and EMP. They will return, but not in the same way as before.

Vehicle physics: Drive model has been updated and burnouts are now possible. Wheel spin massively reduced upon start

Race camera improvements: the camera should do less freaking out, and be less distracting

Server IP fixed for Multiplayer

Discord rich presence functionality has been added and now syncs up properly

Updated Unreal Engine to 4.17. This allows for more optimization, better visuals and faster loading times, among other improvements. Please let us know how the game performs on your system!

Massively optimized lighting on particle effects, as well as created more LODs for level assets

Various other fixes/improvements

-----------------------------------------------------------------------------------------------List of SOME known issues with the current version of the game:-----------------------------------------------------------------------------------------------

Multiplayer:

Sometimes the game can crash or say network error in multiplayer, but this is rare. Please let us know on Discord if this happens

There can be some syncing issues with pickups or cars, depending on MP game settings. We're looking into this.

Sometimes the scoreboard can display the wrong positions for players. Rare though

Bots can have some syncing issues, but hopefully they are rare

The scoreboard is not toggle-able if you retire/DNF

Other:

Vehicle physics can still be buggy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The current version of the game is the most stable it's ever been and will only get better

The menus only support mouse navigation right now. Gamepad support is currently being worked out.

Checkpoints on District 404 aren't working properly so it's possible to skip half the track. Be a nice racer and don't skip half the track :P

The Assassin missiles still crashes at specific areas on some tracks. Workin on it

The Primer (tutorial) isn't complete with every pickup or ability yet

Resetting in some areas of track can put you in undesirable positions. We've got a solution to this for next update

Menu and some HUD sounds aren't tied to sound volume and therefore can't be muted. Will be fixed

Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation

The Carkour map "Jobsite" has been removed until we determine why it won't load properly

Foliage has been removed from Yuri Industrial because of an issue where using foliage corrupts the map file. Hopefully we'll be able to use the foliage tool again later in time

Many levels are still missing final art assets (like city level highways/roads). Visuals will be improved as time goes on

HUD indicators for lap times, weapon hits, abilities and overall will be improved before launch

-----------------------------------------------------------------------------------------------Some stuff we're currently working on:-----------------------------------------------------------------------------------------------

About This Game

GRIP is bringing old-school style combat racing back with a bang. Inspired by the Rollcage games and developed by some of the original team, GRIP is a true tribute to the explosive fun had in a past gaming era.

Intense Racing: Hit speeds of up to 1000 kmph, driving on floors, ceilings and walls. GRIP's car designs allow for driving on both sides, so flipping the car no longer means game over

Awesome Pick-ups: Use an array of power-ups and weapons to get the edge on your opponents. Ranging from missiles and guns to shields and turbos, we plan to have a wide array of exciting pick-ups to use

Exotic Planets: Race on a variety of planets, from hostile icy worlds to alien jungle to sprawling non-terrestrial cities. Use destruction as a tool to win (not yet implemented*), crashing your surroundings down on your opponents, or lose your tail by heading through an alternate track route

Badass Rides: Choose from a roster of armoured cars, manufactured by different companies from around the galaxy. Each car has different specs - some swift and agile, others brutish and heavily armoured. There's a killer car for every taste

Bangin' Tunes: Race to a thumping soundtrack from a variety of artists. Drum n Bass is our main kick